// Upgrade NOTE: replaced 'glstate_matrix_mvp' with 'UNITY_MATRIX_MVP'


Shader  "Custom/FlatColour" {

	Properties
	 {
 _Colour ("Colour", Color) = (1,1,1,1)
}

	

	SubShader
     {
  Tags { "QUEUE"="Geometry" "RenderType"="Opaque" }

    LOD 100
	Pass
	{
	
	

	CGPROGRAM
	#pragma vertex vert
	#pragma fragment frag
	#include "UnityCG.cginc"

	struct VertexInput {
    fixed4 vertex : POSITION;
	fixed2 xlv_TEXCOORD0 : TEXCOORD0;
    /*fixed2 xlv_TEXCOORD1 : TEXCOORD1;
    fixed3 xlv_TEXCOORD2 : TEXCOORD2;
    fixed3 xlv_TEXCOORD3 : TEXCOORD3;*/
    //fixed4 tangent : TANGENT;
    //fixed3 normal : NORMAL;
    //fixed3 xlv_COLOR0 : COLOR;
	//VertexInput
	};


	struct VertexOutput {
	fixed4 pos : SV_POSITION;
    UNITY_FOG_COORDS(1)
    //fixed3 xlv_COLOR0 : COLOR;
	fixed2 xlv_TEXCOORD0 : TEXCOORD0;
   /* fixed2 xlv_TEXCOORD1 : TEXCOORD1;
    fixed3 xlv_TEXCOORD2 : TEXCOORD2;
    fixed3 xlv_TEXCOORD3 : TEXCOORD3;*/
	//VertexOutput
	};

	

 
 


	float4 _MainTex_ST;

 float4 _Colour;




	VertexOutput vert (VertexInput v)
	{
	VertexOutput o;
	o.pos = UnityObjectToClipPos (v.vertex);
	o.xlv_TEXCOORD0 = v.xlv_TEXCOORD0;
	
  //o.pos = (UNITY_MATRIX_MVP * v.vertex);


    UNITY_TRANSFER_FOG(o,o.vertex);
   
	return o;
	}


	fixed4 frag(VertexOutput i) : SV_Target
    {
	

	UNITY_APPLY_FOG(i.fogCoord, i.uv);
	
  return _Colour;

	}
	ENDCG
	}
  }
}

